Un Reflection Probe es como una cámara que captura una vista esférica de sus alrededores en todas las direcciones. La imagen captura es luego almacenada como un Cubemap que será utilizado por objetos con materiales reflectantes. Varios reflection probes se puede utilizar en una escena dada y los objetos se puede configurar para que utilicen el cubemap producido por el probe más cercano. El resultado es que los los reflejos en el objeto pueden cambiar convincentemente de acuerdo a su ambiente.
Propiedad: | Función: |
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Type | Choose whether the probe is for a Baked, Custom, or Realtime setup. If you select Baked, the Reflection Probe does not capture GameObjects at runtime that have their Reflection Probe Static flag disabled. If you want to capture dynamic GameObjects in a baked Reflection Probe, select Custom and enable Dynamic Objects. |
Dynamic Objects | (Custom type only) Forces objects not marked as Static to be baked in to the reflection. |
Cubemap | (Custom type only) Sets a custom cubemap for the probe. |
Refresh Mode | (Realtime type only) Selects if and how the probe will refresh at runtime. The On Awake option renders the probe only once when it first becomes active. Every Frame renders the probe every frame update, optionally using Time Slicing (see below). The Via Scripting option refreshes the probe from a user script command rather than an automatic update. |
Time Slicing | (Realtime type only) How should the probe distribute its updates over time? The options are All Faces At Once (spreads update over nine frames), Individual Faces (updates over fourteen frames) and No Time Slicing (the update happens entirely within one frame). See below for further details. |
Runtime settings | |
Importance | El grado de “importancia” de este probe comparado a sus vecinos. Unos valores mayores indican una importancia mayor; los probes más importantes tendrán prioridad sobre los menos importantes en casos dónde un objeto esté dentro del rango de dos o más probes. Este ajuste también afecta el Blending, explicado abajo. |
Intensity | El modificador de intensidad que es aplicado a la textura de este probe en su shader. |
Box Projection | Check this box to enable projection for reflection UV mappings. |
Box Size | The size of the box in which the reflection will be applied to the GameObject. The value is not affected by the Transform of the GameObject. Also used by Box Projection. |
Box Offset | The center of the box in which the reflections will be applied to the GameObject. The value is relative to the position of the GameObject. Also used by Box Projection. |
Cubemap capture settings | |
Resolution | La resolución de la imagen reflectante capturada. |
HDR | Debería estar habilitado el renderizado High Dynamic Range para el cubemap? Esto también determina si los datos probe se guardan en OpenEXR o un formato PNG. |
Shadow Distance | Distancia a la cual las sombras son dibujadas cuando se renderiza el probe. |
Clear Flags | Option to specify how empty background areas of the cubemap will be filled. The options are Skybox and Solid Color. |
Background | Color de fondo al cual el reflection cubemap es despejado antes de ser renderizado. |
Culling Mask | Le permite a unos objetos en capas específicas en ser incluidos o excluidos en el reflejo. Ver la sección acerca del culling mask de la cámara en la página de Layers. |
Use Occlusion Culling | Debería el occlusion culling ser usado cuando se bake el probe? |
Clipping Planes | Los planos cercanos y lejanos de recorte de la “cámara” del probe. |
There are two buttons at the top of the Reflection Probe Inspector window that are used for editing the Size and Probe Origin properties directly within the Scene. With the leftmost button (Size) selected, the probe’s zone of effect is shown in the scene as a yellow box shape with handles to adjust the box’s size.
The other button (Origin) allows you to drag the probe’s origin relative to the box. Note that the origin handle resembles the Transform position handle but the two positions are not the same. Also, the rotation and scale operations are not available for the probe box.
The probe’s Type property determines how the reflection data is created and updated:
To make use of the reflection cubemap, an object must have the Reflection Probes option enabled on its Mesh Renderer and also be using a shader that supports reflection probes. When the object passes within the volume set by the probe’s Size and Probe Origin properties, the probe’s cubemap will be applied to the object.
You can also manually set which reflection probe to use for a particular object using the settings on the object’s Mesh Renderer. To do this, select one of the options for the Mesh Renderer’s Reflection Probes property (Simple, Blend Probes or Blend Probes and Skybox) and drag the chosen probe onto its Anchor Override property.
Ver la sección de Reflection Probes en el manual para más detalles acerca de los principios y uso.